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A member registered Dec 01, 2014

Recent community posts

Nicely done! Swapping rather than adding weapons changes the feel of backtracking, with some rooms that were previously dangerous now easy and vice versa.

Bravo! Just finished the game. It's a great piece of work all around. I can't praise it any more specifically as I want to avoid spoilers, and much of the pleasure of this game is figuring out what the player can even do, then figuring out what to do with that knowledge.

I desperately want to play this game in VR, no gameplay differences needed. The fuddling about of "what does this button do?", with the tactile sense of actually operating this bizarre contraption, would be a sublime experience.

Thank you for uploading the Mac build. I had some issues with the mouse pointer not being properly grabbed; playing windowed made that easier to deal with. What a strange, lovely little experience. I'd love to try something like this in VR.

The Unarchiver (the app you linked) is my default unzipping tool, and the first one I tried. Weirdly, I downloaded the Mac version again just now to test again, and this time it extracted with zero difficulty. I had already deleted the file I'd downloaded originally, so I can't compare checksums on the new vs the old, but at least it's working now. Thanks for the quick reply.

First, thank you for uploading a Mac version. I tried downloading it, but the resulting zip file ( was invalid, and couldn't be extracted with any tool I tried. I downloaded the Windows and Linux versions, but couldn't extract those zip files either.

Great! I look forward to it.

If you created this game with Unity, you should be able to build a Mac version. I'd be willing to try an untested build. I'd like to play this weird and unsettling game.

I'll add my voice to the desire for an updated Mac version. I beat the game originally, and I'd love to go deeper. It's a tightly designed game that would have been a great addition to the library of the original Gameboy.

Surprisingly tricky for such a basic concept. Well done.

Thanks for the answers! I'm going to make a copy and try it with my local game group.

I like the aesthetic of the cards and the number-rotating mechanic. I haven't played yet, but when reading through the rules I found a couple things I'm not sure about:

1) The rules for first phase say each player gets three cards, but the third phase rules mention choosing a card, and one of the tiebreakers is highest card left in hand. Do players actually get four cards in the first phase? Alternately, do players get an additional card each round?

2) What happens if a player can't add a card to their number? For example, if in first and second phases I played all-dark 9 and all-dark 7, and in phase three I have only all-light 8 (or 8s?) in hand.

3) The rules mentioned here and the linked rules differ considerably (different scoring, end conditions, number of cards), which I only noticed when typing this. Which version is more up-to-date?

If you ever come back to this game, I discovered that after I pick up gold, I get more gold each time I dig straight down. That stops when I move to either side. The best way to get a high score is to look for gold with long columns of dirt under it (and no greenies nearby) and dig down to the next screen.

There's just enough here to make for an interesting game. I don't know that being able to move sideways to new screens is necessary. limiting new screens to straight down would remove the need for the ("Y/N)?" prompt, making the game flow faster.